Zuki's Quest - a turn based Puzzle Platformer

h1rnz1lla

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Yes right we did the same with Matchagon, there is a banner advertising Zuki's Quest in it and we had a lot of people telling that they enjoyed something new from us, which they otherwise hadn't seen. So cross promotion is a strong tool.

henson802

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Yes right we did the same with Matchagon, there is a banner advertising Zuki's Quest in it and we had a lot of people telling that they enjoyed something new from us, which they otherwise hadn't seen. So cross promotion is a strong tool.

What got you the most hits/views.. Just curious cause I submitted my game and it's gotten like 20 hits, mostly from family and friends that I have told about.

I know for iOS and App store - I think it defaults to listing the top 100, so breaking into that list is crucial.. but getting there seems to be more advertising then anything.  Was thinking about putting a monthly add up on AppAdvice or 148Apps.. or submit to review at some sites once Apple approves my latest update.

Zuki's Quest looks good.. but you may want to consider lowering to 0.99 even, I talked to alot of casual App gamers and they say they don't bother buying anything over 0.99 - unless it's from a commercial known publisher and it's pretty evident what they are buying... it's strange how that works..

Best of luck, and thanks for sharing your experiences!

Once you're featured by Apple in any way, it's not uncommon or unheard of to bump the price up a dollar or two. I see nothing wrong with charging $1.99 for great content that Apple has recognized.

henson802

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Is there anything you can do to get featured by Apple or is this something determined by them when you submit the App to them?  Again - appreciate sharing this information, really helps indie developers!

Also - maybe even doing a one or two day sale for 0.99 to get people to take a second look may help

Is there anything you can do to get featured by Apple or is this something determined by them when you submit the App to them?  Again - appreciate sharing this information, really helps indie developers!

Also - maybe even doing a one or two day sale for 0.99 to get people to take a second look may help
Apple looks through the app submissions and chooses themselves - there's no way to suggest or recommend an app.

GeorgeN

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But your chances will raise if you have a good looking/functional product.


henson802

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It has reviews and ratings.

http://www.appannie.com/apps/ios/app/zukis-quest-a-turn-based-puzzle-platformer

Oh well the ratings and reviews don't show up on my iphone in the App Store which is what I was referencing- oh there's a few but I have to click reviews.. they don't show up on the App preview page tho -

maybe because the Version number

« Last Edit: December 12, 2013, 09:33:01 am by henson802 »

h1rnz1lla

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So at first, you have to consider our history.

We have 5 Apps out since August 2012, where we started with Super Zombie Tennis. Since then (1,5 Years ) i'm trying to build a community around Tinytouchtales. I talk a lot to other devs and fans. We are active in multiple forums and try to share as much information as we can, to get people notice us. I visit local meetups (Berlin) or game events like the GDC Europe to get the word out. I do Gamjams like Ludum Dare, Global Game jam or the Stencyl Jam to get more people see our work.
All of this i have done while working 8-9h a day in my fulltime job with only evenings and weekends to work on Tinytouchtales stuff. This is the amount of passion i have put into my dream. Which means i work a 14-16h day, almost every day since mid August 2012. I don't want to brag about it, but that what it takes. I enjoyed it but this is one point why i'm going to work full time on Tinytouchtales next year with quitting my fulltime Job next Week. To basically have a live besides Tinytouchtales again, because at times there are more important things in live than making games, believe it or not ;).

When we released our Kids book Katrins colorful Moonstory we made a first contact to Apple. Which means by contacts from another Dev we know, we could directly mail/pitch our App to the Head of App Store for the german speaking stores. I do believe that our Apps have a certain amount of quality in gameplay and graphical representation and that's what Apple likes. Additionally we had a lot of luck a) to get the contact at all (direct result from networking with other devs about 1 year) and b) our Apple contact is kind of a fan of us as a team. I already wrote it somewhere but once we pitched Katrins to him it got featured as #1 iPad App in all German speaking stores. After that we pitched him Matchagon, which was released about 6 Month at this point. A week later we got a Matchagon featuring in some smaller categories, which resulted in about 40.000dls from which 800 people a day play Matchagon until today.

After Matchagon was recognized in the UK (from a featuring), a person from the iAds team in the UK called (via phone, so direct 1 to 1 communication) us and encouraged us to integrate iAds into Matchagon because they believe it has potential and we are loosing money on the game.
I was worried about cluttering the game with ads but i did it because, this is how you can ask for favors. As we were about to release Zuki's Quest i pitched it again to the German App Store guys and also, even though not related to App Store stuff, to this other contact at Apple and told him that i integrated iAds in the last Matchagon update. So this time we had two chances to get a featuring. Two weeks later Zuki's Quest was massively featured in 123 countries with a #10 featuring in the US Store which is still the most important one.

I don't know anything about the featuring process that Apple has and i can only tell you what we did, but it works out for us so far. With every Game you release you have to grow you community and try to engage them in your games. The more people know the better.

Another thing that happened now is because of the featuring and good feedback from iOS Players. The guys from the 100% Indie Platform, the guys from the Gamestick and just today a guy from Google contacted us, because they are interested in our Games. Those things can snowball but you have to reach a critical point, which is immensely hard and even though those people are "interested" does not make them "buy" your product. It took us 1,5 years and remember we have never made any significant money from our Apps yet.

You have to watch Zach Gage's talk on surviving in the App Store, where he explains that the normal duration before you earn any money without having a hit is 3-8 Years.

http://www.youtube.com/watch?v=tICD7YqssX8


I hope that explains some things. You will need to work very hard and be lucky several times.

h1rnz1lla

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also ratings attached, one for the initial free version and one for the paid version.

henson802

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Thanks h1rnz1lla, very interesting stuff!  Hope it all works out for ya.  I too am juggling my full time job with my passion of Apps/games.  I get home from work and spend another 5-7 hours working on my App. and learning about coding. 

Jon

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Thanks for sharing your first hand experiences. As you say, a lot of it's grinding, some networking, some luck and most importantly, learning from your experiences as you go along. Behind every overnight success is a story of years of hard work.

One of the things I'd like to do in the new Stencylpedia we'll relaunch next year is to include an explicit section (not just 1 article) on the business side of games. This ends up impacting us because developers who don't know how to properly take their games to market see disappointing returns, don't understand why they're just making a few bucks, give up and then stop buying products like ours. So this has a bottom line impact on us. I'd love to have you provide input (or content) for that new section when we get to that point.

Innes

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I enjoyed it but this is one point why i'm going to work full time on Tinytouchtales next year with quitting my fulltime Job next Week.
A big step! I wish you the best of luck. I was once told that, "Luck is an opportunity seized". You are making your own luck.


Or as my Dad used to say, "The harder I work, the luckier I get"!

You have to watch Zach Gage's talk on surviving in the App Store, where he explains that the normal duration before you earn any money without having a hit is 3-8 Years.
That's how one becomes an 'overnight' success story!
Visit www.TheStencylBook.com - the only published book for learning Stencyl.

Max Finch

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I think next year I'd like to start in mobile and so reading this thread was and is very interesting. I have a few portals that I have under my belt and would like to see if they wouldn't mind helping me out on my first launch (Bigdino, 2pg, Freeworldgames, addictinggames) to name a few. In fact me and Dave from addictinggames have a good developer/sponsor relationship so he could probably pull a few strings. My games have racked in over 2 million plays so (I think) I have some what of a community but it's not as strong as maybe yours. Basically I feel like I want to expand and try this market out, learn the ropes and maybe (Just maybe) be somewhat successful. Anyways, don't mean to hijack this thread but it's very interesting so far. Thanks for sharing your stats.

Hectate

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I downloaded this for Android yesterday and was playing; excellent work! I did notice that clicking the "rate us" button seems to take the user to the web page? Well the web page has a link to the Google Play store; but it takes you to the same place as the other button - iTunes. You might want to update that so users can feed ratings in easier.
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Patience is a Virtue,
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Proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.